Can't open your file right now, but I just ran into a similar issue and the main things that helped were.
1. Your emitter MUST have substep frames, so if you're writing out bgeo files you need will need to use a TimeBlend reading back the points or write out bgeos with subteps. The catch is you can't timeblend a Fluid Source volume, so you'll have to generate it on the fly reading into your pyro sim.
2. On your pyro solver, in the advance tab you'll have to raise your Max Substeps to at least 2, and lower the CFL Condition, starting with 0.5. You may have to also raise the Min Substeps as well to 2, but experiment with those and it should help fix the steps issue.
Hope it helps!
-Rick

Dynamic fracturing works in H13 with packed primitives. You can look at generating your impact data and use that to drive the fracture generation.
https://www.sidefx.com/docs/houdini13.0/nodes/dop/voronoifracturesolver

Hey Milan, not sure if this is know, but I'm experiencing some slight issues on Windows 7, using Houdini 13.498.
It's mainly that I'm having to forcibly recook the nodes sometimes, as if the memory footprint isn't cleared or something. Seems to happen a lot if I copy/paste one node. It keeps the data from the original copied object until I bypass it and turn off bypass again to cook it.
I'm sure this is probably some issue with the malloc memory allocation thing that Windows has.
But besides that everything is working well!

Pretty interesting! By any chance have you looked at any of the new Primitive vex expressions with an AttribWrangle to retransform your higher rez pieces ?
You can use primintrinsic() to grab the transform off the big peices and use that to re-transform the same piece but refractured.

I've been all over the place with that stuff lately for a project. I'd recommend crackin' open the Transform Pieces OTL and checking out the last two AttribWrangle nodes. It's all about the new primintrinsic() and setprimintrinsic() vex variables.
Very interesting stuff!

I believe it should be GU/GU_Detail.h and GU/GU_PrimVolume.h on the HDK side of things.
http://www.sidefx.com/docs/hdk13.0/_g_e_o_2_g_e_o__voxel_translator_8_c-example.html
http://www.sidefx.com/docs/hdk13.0/standalone_2gengeovolume_8_c-example.html
Definitely gonna have to look into it on the inlinecpp side of things.

Hey Marc, I don't have a current inlinecpp example for that. But the docs have a good section on iterating through volumes and their values.
http://www.sidefx.com/docs/hdk13.0/_h_d_k__volumes.html
This should give you an idea on the functions needed to do that. I'll look at seeing what could be done with the inlinecpp.
-Rick

I think what you're looking for is the UT_Interrupt.h.
http://www.sidefx.com/docs/hdk13.0/_u_t___interrupt_8h.html
There's a few examples in the docs, but it is a way to check if you are interrupting inside cookMySop().

Check the docs:
http://forums.odforce.net/topic/19459-pop-object-collide-with-packed-object-h13/
Note
In Houdini 13, RBD Packed Objects can’t interact with other solvers such as cloth and fluids.
Works fine if you use RBD Fractured Objects.